Search Results for "an-architectural-approach-to-level-design"

An Architectural Approach to Level Design

An Architectural Approach to Level Design

  • Author: Christopher W. Totten
  • Publisher: CRC Press
  • ISBN: 1351982923
  • Category: Computers
  • Page: 469
  • View: 1137
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Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

An Architectural Approach to Level Design

An Architectural Approach to Level Design

  • Author: Christopher W. Totten
  • Publisher: CRC Press
  • ISBN: 1466585412
  • Category: Computers
  • Page: 469
  • View: 3039
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Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

An Architectural Approach to Level Design

An Architectural Approach to Level Design

  • Author: Christopher W. Totten
  • Publisher: CRC Press
  • ISBN: 1466585420
  • Category: Computers
  • Page: 469
  • View: 7148
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Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Level Design

Level Design

Concept, Theory, and Practice

  • Author: Rudolf Kremers
  • Publisher: CRC Press
  • ISBN: 1439876959
  • Category: Computers
  • Page: 408
  • View: 6973
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Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.

Level Design

Level Design

Processes and Experiences

  • Author: Christopher W. Totten
  • Publisher: CRC Press
  • ISBN: 1315313405
  • Category: Computers
  • Page: 408
  • View: 8958
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In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels – experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers. ? Key Features Learn about the processes of experienced developers and level designers in their own words Discover best-practices for creating levels for persuasive play and designing collaboratively Offers analysis methods for better understanding game worlds and how they function in response to gameplay Find your own preferred method of level design by learning the processes of multiple industry veterans

Drawn to Design

Drawn to Design

Analyzing Architecture Through Freehand Drawing

  • Author: Eric J. Jenkins
  • Publisher: Walter de Gruyter
  • ISBN: 3038211923
  • Category: Architecture
  • Page: 311
  • View: 1901
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The book is a guide for students and teachers to understand the need for, the role of and the methods and techniques of freehand analytical sketching in architecture. The presentation focuses on drawing as an approach to and phase of architectural design. The conceptual goal of this approach is to use drawing not as illustration or depiction, but exploration. The first part of the book discusses underlying concepts of freehand sketching in design education and practice as a compliment to digital technologies. The main component is a series of chapters that constitute a typology of fundamental issues in architecture and urban design; for instance, issues of “façade” are illustrated with sketch diagrams that show how façades can be explored and sketched through a series of specific questions and step-by-step procedures. This book is especially timely in an age in which the false conflict between "traditional vs. digital" gives way to multiple design tools, including sketching. It fosters understanding of the essential human ability to investigate the designed and natural world through freehand drawing. The author, Eric Jenkins has received several teaching awards and design awards. He is Associate Professor at Catholic University of America's School of Architecture and Planning where he teaches design, theory and analytical sketching. He earned a Masters in Design Studies from Harvard University's Graduate School of Design, and has previously published “To Scale: One Hundred Urban Plans”.

Glued to Games

Glued to Games

How Video Games Draw Us in and Hold Us Spellbound

  • Author: Scott Rigby,Richard M. Ryan
  • Publisher: ABC-CLIO
  • ISBN: 0313362246
  • Category: Games
  • Page: 186
  • View: 6802
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With video game sales in the billions and anxious concerns about their long-term effects growing louder, "Glued to Games: How Video Games Draw Us In and Hold Us Spellbound" brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, "Glued to Games" gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Space Time Play

Space Time Play

Computer Games, Architecture and Urbanism: The Next Level

  • Author: Friedrich von Borries,Steffen P. Walz,Matthias Böttger
  • Publisher: Springer Science & Business Media
  • ISBN: 376438414X
  • Category: Architecture
  • Page: 495
  • View: 2766
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Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?

Security and Site Design

Security and Site Design

A Landscape Architectural Approach to Analysis, Assessment and Design Implementation

  • Author: Leonard J. Hopper,Martha J. Droge
  • Publisher: Wiley
  • ISBN: 9780471655831
  • Category: Architecture
  • Page: 208
  • View: 7555
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Written for the design professional, this book offers basic concepts for site security design and risk/threat assessment, and their relationship and integration into the overall design/streetscape projects. * This book is the only reference to offer coverage of security design for the site, rather than for the building * It provides landscape architects and other design professionals with the fundamental knowledge they need in order to work with clients and security consultants * It includes guidelines for conducting security/risk assessments as well as case studies that offer a variety of site designs that successfully integrate security

Design It!

Design It!

From Programmer to Software Architect

  • Author: Michael Keeling
  • Publisher: Pragmatic Bookshelf
  • ISBN: 1680503448
  • Category: Computers
  • Page: 360
  • View: 7611
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Don't engineer by coincidence-design it like you mean it! Filled with practical techniques, Design It! is the perfect introduction to software architecture for programmers who are ready to grow their design skills. Lead your team as a software architect, ask the right stakeholders the right questions, explore design options, and help your team implement a system that promotes the right -ilities. Share your design decisions, facilitate collaborative design workshops that are fast, effective, and fun-and develop more awesome software! With dozens of design methods, examples, and practical know-how, Design It! shows you how to become a software architect. Walk through the core concepts every architect must know, discover how to apply them, and learn a variety of skills that will make you a better programmer, leader, and designer. Uncover the big ideas behind software architecture and gain confidence working on projects big and small. Plan, design, implement, and evaluate software architectures and collaborate with your team, stakeholders, and other architects. Identify the right stakeholders and understand their needs, dig for architecturally significant requirements, write amazing quality attribute scenarios, and make confident decisions. Choose technologies based on their architectural impact, facilitate architecture-centric design workshops, and evaluate architectures using lightweight, effective methods. Write lean architecture descriptions people love to read. Run an architecture design studio, implement the architecture you've designed, and grow your team's architectural knowledge. Good design requires good communication. Talk about your software architecture with stakeholders using whiteboards, documents, and code, and apply architecture-focused design methods in your day-to-day practice. Hands-on exercises, real-world scenarios, and practical team-based decision-making tools will get everyone on board and give you the experience you need to become a confident software architect.

Preproduction Blueprint

Preproduction Blueprint

How to Plan Game Environments and Level Designs

  • Author: Alex Galuzin
  • Publisher: Createspace Independent Publishing Platform
  • ISBN: 9781539103189
  • Category: Computer games
  • Page: 240
  • View: 3827
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"World of level design presents"--Cover.

Computer-Aided Architectural Design Futures

Computer-Aided Architectural Design Futures

  • Author: Alan Pipes
  • Publisher: Butterworth-Heinemann
  • ISBN: 1483162273
  • Category: Computers
  • Page: 260
  • View: 9105
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Computer-Aided Architectural Design Futures contains the proceeding of the International Conference on Computer-Aided Architectural Design, held at Department of Architecture, Technical University of Delft, The Netherlands on September 18-19, 1985. Organized into four parts, the book underlines concepts on computer-aided architectural design. These include systematic design; drawing and visualization; artificial intelligence and knowledge engineering; and implications for practice. This book will be a major reference text for students, researchers, and practitioners.

Game Level Design

Game Level Design

  • Author: Ed Byrne
  • Publisher: Charles River Media
  • ISBN: 9781584503699
  • Category: Art
  • Page: 344
  • View: 4641
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The principles and approaches are common to most game genres and platforms. Many of the most popular tools and technologies on the market today are also examined and discussed as part of the contemporary level designer's toolbox.

Designing the User Experience of Game Development Tools

Designing the User Experience of Game Development Tools

  • Author: David Lightbown
  • Publisher: CRC Press
  • ISBN: 1482240211
  • Category: Computers
  • Page: 188
  • View: 7578
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Most tools developers want to improve the user experience but are not given the time, lack the techniques, or don’t know where to begin.Designing the User Experience of Game Development Tools addresses these issues to empower tools developers to make positive steps toward improving the user experience of their tools. The book explains how to improve the user experience of game development tools. The first part of the book details the logic behind why the user experience of game tools must be improved. The second part introduces the concept of user-centered design, a process that revolves around understanding people’s goals, watching them work, learning the context in which they work, and understanding how they think. Ideal for anyone who makes, uses, or benefits from game development tools, the book presents complex concepts in a manner that is accessible to those new to user experience design. The book illustrates many proven concepts and techniques using before-and-after examples from tools development to supply you with the real-world understanding you need to become a better game developer. It also describes how to get buy-in from your team. Although concepts have been simplified to make the information more easily accessible, the text includes resources in the footnotes if you want more details. The book includes access to a companion website, www.UXofGameTools.com, that contains the latest revisions for the book as well as contact information. You can also follow the official Twitter account @UXofGameTools to see the latest updates and articles related to the improvement of the user experience.

Design and Use of Software Architectures

Design and Use of Software Architectures

Adopting and Evolving a Product-line Approach

  • Author: Jan Bosch
  • Publisher: Addison-Wesley Professional
  • ISBN: N.A
  • Category: Computers
  • Page: 354
  • View: 7419
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This book provides an achievable answer. The author proposes a method for designing software architectures, and product line architectures, which is based on his experience in industry and research. The first part of the book introduces the design method,

Game Architecture and Design

Game Architecture and Design

  • Author: Andrew Rollings,Dave Morris
  • Publisher: New Riders Pub
  • ISBN: 9780735713635
  • Category: Computers
  • Page: 926
  • View: 9567
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A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

A Game Design Vocabulary

A Game Design Vocabulary

Exploring the Foundational Principles Behind Good Game Design

  • Author: Anna Anthropy,Naomi Clark
  • Publisher: Addison-Wesley Professional
  • ISBN: 0133155218
  • Category: Computers
  • Page: 240
  • View: 9936
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Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences…complement intuition with design discipline…and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand

Architecting the Internet of Things

Architecting the Internet of Things

  • Author: Dieter Uckelmann,Mark Harrison,Florian Michahelles
  • Publisher: Springer Science & Business Media
  • ISBN: 9783642191572
  • Category: Technology & Engineering
  • Page: 353
  • View: 1242
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Many of the initial developments towards the Internet of Things have focused on the combination of Auto-ID and networked infrastructures in business-to-business logistics and product lifecycle applications. However, the Internet of Things is more than a business tool for managing business processes more efficiently and more effectively – it will also enable a more convenient way of life. Since the term Internet of Things first came to attention when the Auto-ID Center launched their initial vision for the EPC network for automatically identifying and tracing the flow of goods within supply-chains, increasing numbers of researchers and practitioners have further developed this vision. The authors in this book provide a research perspective on current and future developments in the Internet of Things. The different chapters cover a broad range of topics from system design aspects and core architectural approaches to end-user participation, business perspectives and applications.

Video Game Law

Video Game Law

Everything you need to know about Legal and Business Issues in the Game Industry

  • Author: S. Gregory Boyd,Brian Pyne,Sean F. Kane
  • Publisher: CRC Press
  • ISBN: 042989239X
  • Category: Computers
  • Page: 254
  • View: 3498
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Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.

Ecological Urban Architecture

Ecological Urban Architecture

Qualitative Approaches to Sustainability

  • Author: Thomas Schröpfer
  • Publisher: Walter de Gruyter
  • ISBN: 3034611757
  • Category: Architecture
  • Page: 208
  • View: 2715
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The goal of advancing eco cities often remains confined to political or technological issues. This book establishes a focus on architectural and infrastructural design approaches to sustainable urban development. Taking as a basis the critical assessment of the five prototypical eco cities of Vauban/Freiburg, solarCity/Linz, Valdespartera, Sarriguren/Pamplona und Bo01/Malmø., the book identifies fields in which architectural and urban designers can use their creative skills and methods to achieve sustainable results on the urban scale. The themes of Materialize, Mobilize, Simulate and Transform highlight the shift from the manipulation of quantitative variables to interactive relationships effecting qualitative outcomes in design. For example, Materialize explores the potential of eco-design beyond the traditional palette of materials to show how spatial boundaries can be re-imagined as gradients of conditioned versus unconditioned space, working with climatic conditions rather than material boundaries to help generate new forms of urban architecture.